Game Publisher Pitch for E3

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Project Main Details

Game Publisher Pitch for E3 
This project is a the VO for a pitch. It accompanies an animated presentation deck. The client is Square Enix, a video game publisher. We are an experiential design company proposing a set of creative solutions to their booth design. It is an internal presentation that may be shared around inside SE, and we hope, help us to win the gig.

We're looking for an edgier young adult read - these are gamers after all. You can feel the mood at 
2017-02-18 21:44:02 GMT
2017-02-19 16:00:00 (GMT -05:00) Eastern Time (US & Canada) 
Yes (click here to learn more about Voice123's SmartCast)
0 direct invitation(s) have been sent by the voice seeker resulting in 0 audition(s) and/or proposal(s) so far.
Voice123 SmartCast is seeking 15 auditions and/or proposals for this project (approx.) Invitations sent by SmartCast have resulted in 15 audition(s) and/or proposal(s) so far.

Project Parameters

The Voice Actor should be located in:
Fixed - USD 400
Training, business presentations, sales, and web sites
Via Internet: On a private server. Not public.
English - USA and Canada
Not defined
Young Adult Female OR Young Adult Male
• Audio files must be delivered via email OR
• Audio files must be delivered via FTP/Dropbox/Google Drive/cloud
There are no special pre-, post-, or production requirements for this project.
Not defined
This is a non-union project

Script Details

Here is the first 3 of the 11 page script. If we choose you, we'll send you the rest. No need to read the slide #, but you may pause and repeat on those breaks if needed. Note that "Enix" in "Square Enix" rhymes with Phoenix.

Square Enix at E3! 2017
Design Presentation – Script v6.3_2:00p_02.18.17

(Slide #2)
Envy is excited to submit our response for Square Enix at E3! 2017 presentation
There are 3 characteristics that define our approach
• Strategic Thinking
• Unrivalled Creativity
• Superior Project Management
We are firm believers in the Strategy – Design – Production Workflow as we feel it provides a strong structure to our process, while at the same time allowing for freedom of thought and expression within all phases. Creativity doesn’t start and stop at the Design Phase, but extends from planning through final delivery.

(Slide #3)
Our key objective is to understand Square Enix’s goals and motivations as outlined in your brief. They include:
• An executive desire to bring new energy and vigor to the space, an E3! Booth that is simple, engaging, and inviting.
• To maintain an equitable distribution of game titles, impactful on an individual basis and powerful in the aggregate form.
• And to ensure the functionality of the space, making a bigger impact within a smaller footprint.

(Slide #6)
We have submitted three creative schemes for your review. Each first addresses the functional requirements described in your brief then introduces a playfulness to the environment. Beyond this we explore in each scheme a robust experiential platform – enabled by a kit of elements – geared around delivery of key game title messages and deep engagements with the various E3! audiences.

(Slide #11)
Scheme 1 – Performance in the Round.
The center feature of this design is a large, high, graphic banner around a circular swept space, houses all demo title pods. The space funnels guests in from long sides, into the center where all titles can be explored.
The Streaming booth sits at the core, allowing maximum crowd capture, acting as a holding device for people waiting to play the game.
Around the core are Back-of-House areas and meeting rooms, accessed through a central reception area.
This is a control point for guests and staff into the main block, as well as a holding area for guests having meetings.
All rooms have a service access running along the back for AC and technical requirements. This reduces noise, prevents any rooms from being out-of-action.
The demo titles are modular, easily moved, changed or reconfigured to suit each title.
The front corner shard acts as the Trailer device, showing all trailer titles at a high level, and provides queuing interest without obstructing the flow into the booth.

(Slide #12)
The exterior view of the space provides a presence by virtue of the structure reaching to the perimeter edge, which is itself juxtaposed with an open front corner

(Slide #13)
The abstract graphic language on the perimeter wall helps define the space from the exterior and a secondary layer of corporate branding provides for wayfinding and an understanding of the Square Enix location from a distance.

(Slide #14)
Inside the space are large, well lit, game title graphics greeting visitors from an elevated position. These flank a large 16 x 9 wide screen with appropriate audio that ensures a balance between individual game play on the floor, and the feature trailer presentations

(Slide #15)
In your brief you ask, “If I stand in the middle of the booth, what can I see.” Well, in addition to the screen behind this individual serving up a set of trailer appetizers, we can see a secondary screen at the front apex corner serving up more video snacks, increasing the visitor immersion into the Square Enix brand at every turn. Bringing this surface into play, offers immersive Square Enix experience from the center of the space.
This combination of flat graphics and video content allows greater equity in the distribution the visual ID’s for of the each of the titles on display. Video content, and large format graphics providing a feast for our senses. Bright attractive game play kiosks with lightbox identifiers, allowing visitors to see where they can play these games themselves. 
Please note that you should only use the script or your recording of it for auditioning purposes. The script is property, unless otherwise specified, of the voice seeker and it is protected by international copyright laws.

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